branchrust_reboot/main/Workcartcancel
53 Commits over 0 Days - ∞cph!
Removing extra neon lights in bottom stairwell prefab that may make double neon lights possible in that place under certain conditions
Repainted splats on entrance to ditch all grass - building rotation makes accurate painting impossible for now :P
Dwelling prefabs props placement polish
fixed NREs with dwelling prefabs
DoPrepare on new dwelling prefabs
Fixed dwellings having an offset in the root transform
Improved dwellings spawns in the corridor prefabs
Tunnel dwellings prefabs work
Expanded corridor volumes on link-stairwell-bottom prefabs to enclose the lift shaft floor
Fixed vent jumping issue in entrance mesh
Fixed collider details missing from roof on entrance collider
Improved collider accuracy on bottom of stairwell lift shaft
Fixed grass spawning inside entrance
fixed one dwelling spawn too many in 72m segment
Reworking 72m corridor prefab to load art prefabs as a base rather than the smaller AI loaded segments, AI objects and dweller spawns in 72m segment custom fit
Updated heavy barricade stone barricade prefab links
Adding a barricade static model in props folder that has better looking LODs (to be used for world environment, i.e. the new train barricades)
Capping holes in corridor_straight_18m
corridors set dressing and cover pass - kept empty spaces around NPCDwelling spawns
Increased entrance culling distance - was lumped into the corridor tweaks earlier by mistake
improved stairs collider on the entrance
Disabled long flares on all corridor/stairwell lights
Reduced LOD distance on fill lights
Dressing/Cover pass on the tunnel entrance scene
halved culling distance on corridors/stairwells modules
Further tweaks to terrain blend map - trying to minimize impact on surrounding features
converted some more lights prefabs
Lighting pass on tunnels corridors and stairwells
Replaced neon lights for loded flare ones
Entrance - Added alpha carving to the vent conduit - Expanded the entrance model padding to cover the alpha carve spread in some scenarios - Some splat plainting work and added a new terrain blend map - Fixed LOD3 material not displaying textures
Made ladder volume inside vent less awkward
Train tunnel corridors and stairwells final models /LODs/Colliders/Prefabs
S2P tunnel entrance scene
modular grid review before LODs
Made the wip corridors and stairwells cull at 100 as a temporary measure until LODs are in
more art work - some polish
prepare prefab on elevator door
scene to prefab entrance
Entrance mesh sign
Adding elevator animated door
Nesting the new hinged door into stairwell prefabs
Changed a few doors and light prefab types for Damian
readying the connection to train platforms
raised lift button box to be easier to use
updated call buttons positions in lift prefab
added missing elevator call buttons to 1200 segments
detail pass on stairwell elevator model
Removing unused stair pieces prefabs
More temporary colliders for playtesting
Initial lighting pass to stairwells - Added static and hinged doors - more prefab nesting
Temporary colliders
progress on stairwell and entrance meshes
fixed a small offset in corridor_stop_transition_b
updated entrance prefab link in tunnel entrance scene to fix the materials display
progress on stairwell and entrance meshes
updated corridor_stop_transition prefabs to reflect changes
added stairwell_bottom_90 to help with the corridors placement
overall progress on meshes
tunnel corridor pieces textured and vertex painted - awaiting LODs
Tunnel corridor and stairwell detail greybox complete
reworked the stop_transition_tunnel piece and prefab to rely on the new meshes and minimize its size
added stairwell_top piece, refined corridor pieces further
refining greybox set - stairwell and surface building